diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-10-27 05:54:25 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-10-27 05:54:25 +0300 |
commit | 1c1659eb286b369ffe6ba99207c42611159f24bb (patch) | |
tree | 02eaa19cedf10a01978db892e89d585dcce1707e /source/blender/editors/space_view3d/view3d_header.c | |
parent | 641072a769cc7bff4d69945c71f536c5b0394bc9 (diff) |
- Right click menu can open links directly to API reference docs (rna and operators)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_header.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_header.c | 27 |
1 files changed, 18 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c index 1e11699556a..7bf50dcd5af 100644 --- a/source/blender/editors/space_view3d/view3d_header.c +++ b/source/blender/editors/space_view3d/view3d_header.c @@ -168,21 +168,30 @@ static RegionView3D *wm_region_view3d(const bContext *C) return NULL; } -static void copy_view3d_lock_space(View3D *vd, Scene *scene) +static void copy_view3d_lock_space(View3D *v3d, Scene *scene) { int bit; - if(vd->scenelock && vd->localvd==NULL) { - vd->lay= scene->lay; - vd->camera= scene->camera; + if(v3d->scenelock && v3d->localvd==NULL) { + v3d->lay= scene->lay; + v3d->camera= scene->camera; - if(vd->camera==0 && vd->persp==V3D_CAMOB) - vd->persp= V3D_PERSP; + if(v3d->camera==NULL) { + ARegion *ar; + + for(ar=v3d->regionbase.first; ar; ar= ar->next) { + if(ar->regiontype == RGN_TYPE_WINDOW) { + RegionView3D *rv3d= ar->regiondata; + if(rv3d->persp==RV3D_CAMOB) + rv3d->persp= RV3D_PERSP; + } + } + } - if((vd->lay & vd->layact) == 0) { + if((v3d->lay & v3d->layact) == 0) { for(bit= 0; bit<32; bit++) { - if(vd->lay & (1<<bit)) { - vd->layact= 1<<bit; + if(v3d->lay & (1<<bit)) { + v3d->layact= 1<<bit; break; } } |